Files
HeroesStone_PRC8/_module/nss/mi_1hdax01.nss
Jaysyn904 1eefc84201 Initial Commit
Initial Commit.
2025-09-14 15:40:46 -04:00

101 lines
4.3 KiB
Plaintext

////////////////////////////////////////////////////////////////////////////////
// Axe of Unyielding Script //
// 10% chance of decapitation, resulting in death //
// (no saving throw) //
// Copyright (c) 2003 Bioware Corp. //
////////////////////////////////////////////////////////////////////////////////
/*
This is an example of how to use the
new default module events for NWN to
have all code concerning one item in
a single file.
Note that this system only works if
the following scripts are set in your
module events
OnEquip - x2_mod_def_equ (or mi_zep_onequip)
OnUnEquip - x2_mod_def_unequ
OnAcquire - x2_mod_def_aqu
OnUnAcqucire - x2_mod_def_unaqu
OnActivate - x2_mod_def_act
*/
////////////////////////////////////////////////////////////////////////////////
// Created By: Georg Zoeller //
// Created On: 2003-09-10 //
// Modified By: Grimlar and Arikel Tolifen //
// Modified On: July 2005 //
////////////////////////////////////////////////////////////////////////////////
#include "inc_utility"
#include "x2_inc_switches"
#include "prc_inc_spells"
void main()
{
int nEvent = GetUserDefinedItemEventNumber(); //Which event triggered this
object oPC; //The player character using the item
object oItem; //The item being used
object oSpellOrigin; //The origin of the spell
object oSpellTarget; //The target of the spell
int iSpell; //The Spell ID number
//Set the return value for the item event script
// * X2_EXECUTE_SCRIPT_CONTINUE - continue calling script after executed script is done
// * X2_EXECUTE_SCRIPT_END - end calling script after executed script is done
int nResult = X2_EXECUTE_SCRIPT_END;
switch (nEvent)
{
case X2_ITEM_EVENT_ONHITCAST:
// * This code runs when the item has the 'OnHitCastSpell: Unique power' property
// * and it hits a target(if it is a weapon) or is being hit (if it is a piece of armor)
// * Note that this event fires for non PC creatures as well.
oItem = PRCGetSpellCastItem(); // The item triggering this spellscript
oPC = OBJECT_SELF; // The player triggering it
oSpellOrigin = OBJECT_SELF ; // Where the spell came from
oSpellTarget = PRCGetSpellTargetObject(); // What the spell is aimed at
//Your code goes here
if (d100()<=10) //Roll percentile die. If <=10, apply effect.
{
effect eEffect = EffectDeath(); //Effect is death
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);//Visual Effect
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis,oSpellTarget);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oSpellTarget);
}
else
{
}
break;
case X2_ITEM_EVENT_EQUIP:
// * This code runs when the item is equipped
// * Note that this event fires for PCs only
oPC = GetPCItemLastEquippedBy(); // The player who equipped the item
oItem = GetPCItemLastEquipped(); // The item that was equipped
//Your code goes here
if (GetAbilityScore(oPC, ABILITY_STRENGTH)>= 10) //Determines Minimum Str to wield or carry
{
}
else
{
AssignCommand(oPC, ActionUnequipItem(GetObjectByTag("mi_1hdax01"))); //If unable to carry, unequips item
AssignCommand(oPC, ActionSpeakString("I'm not strong enough to wield this!"));
}
break;
}
//Pass the return value back to the calling script
SetExecutedScriptReturnValue(nResult);
}